[RPG Maker MV]Software stops running when I select an environment

Tohisu

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Hello,

I've been using this software for more than thousand hours, and I thought it was finally the time to upgrade my project a little bit. (Entirely custom all the graphics for example)
I usually use way bigger chars / tilesets than what was planned by the software (48x48 pixels)
Here is an example of tileset I use : (used as CHARS)


To sum up, this :


Gives this :


As there is a lot of chars used for the environment and since all of those "chars" are big, I was affraid the software won't be able to deal with this...
And then this happened : (look at the pointer)

As you can see, whenever I click on an environment which is quite charged by a lot of characters, the software stops running. Note that the game itself runs perfectly!

Knowing that I would like to continue to use big assets as chars, is there a way to avoid this problem?

Many thanks for your help.
 

Andar

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It would be helpfull if you used the correct terminology when describing the error.

If I understand what you try to describe correctly, then you have a problem changing maps.
Since the editor needs to load the mapfile when that is done, it seems you have a problem with those files.

Can you give us the full path to your project, from drive letter to index.html?
There are several different things that could have gone wrong, but the most probable causes can be checked by checking the filepath.
 

Tohisu

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Thank you for your answer.
I'm not english so I tried to explain my problems with the words I could use.

What do you mean by giving you the full path to my project, from drive letter to index.html?

Thank you in advance
 

Andar

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something like
c:/foldername/gamexy/index.html
the full place of where you've stored your project including every folder from the drive where it is stored to the project's index.html file
 

Tohisu

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Ok, I'm not sure to understand everything, but this is where the index.htlm is :
C:\Users\Guillaume\Desktop\Divers\rpgmaker\SINS OF ERA\SINS OF ERA



I thought the problem would be related to the weight (width and height) of the charsheets in general.
 

Andar

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1) yes, that is what I meant - and it shows one of the more common errors.
All filenames and foldernames for MV have to follow networking rules (like with all html5 games), and spaces are absolutely forbidden under networking rules.
You need to rename your project folder, replacing the spaces in it or it will cause problems.
2) there is no fixed width or height for sprites, everything will work aas long as the structure of the sprites is correct.

Test that, if that doesn't solve the problem report back and we try the next possibility.
But the foldernames have to follow networking rules or the game will have problems loading files.
 

Tohisu

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First of all thank you for your time, this is much appreciated.

1) So I did like this :
C:\Users\Guillaume\Desktop\Divers\rpgmaker\Soe\Soe
The problem still remains.

2)Don't worry, I know how it works for this. What I was saying is all the chars I use are pretty huge, and if you cumulate a lot of heavy charsheet, there is apparently this problem. (I did some tests)

NOTE : By doing some tests, I found something interesting which might give you some clues about the problem :
Image the below situation :
Map 1 : almost nothing in it
Map 2 : Lots of chars / assets
Map 3 : Lots of chars / assets

If I click on Map 1 then Map 2, the software won't crash.
If I click on Map 1 then Map 3, the software won't crash.
If I click on Map 2 then Map 3, the software crashes as in the video. Same if I click on Map 3 then Map2.

So as long I use the almost empty map as uuuh... A "rotation map", I can work without making the software crash. It's still annoying, but it's less dramatic than I thought.

Thank you in advance.
 

Andar

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that doesn't help unless you put some numbers to it.
What is "lots"?
The engine is capable of handling several hundred events per map, but it could become problematical if you go into thousands.

How much RAM does your computer have?
What are you using for backups and for file transfers?
 

Tohisu

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I have 16 Go RAM;
I don't think the computer is the problem since I tried on 2 different decent computers.

For the number of events, I have 2 "problematic maps" : one has around 120 events and the other one has... 8 events. And their problem is quite similar.

That's why I think the problem is related to the width and height of the charsheet.
Here is a charsheet :


Look at the extreme up left of the charsheet. I put a char from RPG Maker VX Ace to let you see the size difference.
 

Andar

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The size should not matter - but that is NOT a legal spritesheet according to the structure required by the default engine.
Are you using a plugin to change the way the sprites are handled?

What is the cell size you're using for the sprites, and how many cells is the total structure?
 

Tohisu

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Yes, I do use a pluggin for this : I simply use the pluggin SRD_CameraCore which is used to zoom out the camera so I can fake a "narrowing" of the characters. (I'm not sure if I formulated this clearly enough.)

I also have to order a pluggin in order to modify the collision of each event / characters, but I'll hire a plugginer whenever I'll think my project deserves it.

The total structure of the screenshoted map is 146 width x 92 height. (I don't know if this is what you were asking for)

For the chars, I can give you the width and height in pixel for 1 character of the previous charsheet I previously linked :
Width of one character : 225 pixels
Height of one character : 315 pixels

Width of the total charsheet : 7200 pixels
Height of the total charsheet : 2520 pixels

EDIT : I just noticed I should have put this topic "Maker Specific", no?
 
Last edited:

Andar

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Yes, you should report it to be moved.

But you have absolutely no idea how a sprite is structured, and that is why you have such a wrong spritesheet.

The base element of a sprite is the cell. This is the size of the single figure displayed on the screen. 48*48 pixel in default, 225*315 pixel in your case.
By default, a single sprite always consists of 3*4 cells. That is four directions and three animation frames.
That is what I meant by using a plugin to change the structure - your spritesheet has the wrong number of cells for the default animation, that has absolutely nothing to do with zoom.

A spritesheet consists of 4*2 single sprites, each containing 3*4 cells, for a total of 12*8 cells. But those are eight different sprites, not all the same ones - check one of the default Monster spritesheet to See it better than with the NPC sheets.

A regular spritesheet based on your cell size has to have a pixel size of 2700*2520 Pixels and would contain 12*8 cells of eight different NPCs.
 

LTN Games

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Just a heads up any sprite sheet over 2048 pixels will most likely cause issues with any system especially mobile platforms, in fact the mobile platforms I'm pretty sure can only handle 2048x2048. Also you should keep sprite sheets and tilesets at a power of 2, meaning that they can be 8, 16, 24.... 256, 512, 1024, 2048, this is mostly due to any game engine requiring more CPU power to fix the texture to a power of 2 anyways. You can read more about the power of 2 rule here https://www.katsbits.com/tutorials/textures/make-better-textures-correct-size-and-power-of-two.php

I'm unsure of what the issue is with MV Editor but something tells me it could be directly related to your large tileset and charsheets, I'm, surprised you can even play the game with smooth FPS with textures of that size. Anyways I would start with your sheets and shrink them in size some, even if you can only have 1 or two characters per sheet, this would still help you and your game's players out with performance in the long run.
 

Tohisu

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But you have absolutely no idea how a sprite is structured, and that is why you have such a wrong spritesheet.
Please moderate your words. I'm 100% aware of this. I use the below pluggin made by Gavl.
https://galvs-scripts.com/2015/12/12/mv-character-frames/


LTN Games :

Yes I'm pretty sure this is related to the charsheet in general. I guess I don't have any solution if I still want to use the work process I'm using right now.
But you made me think : I should create a very short demo just to see if most of computers can handle the game, just to see if it is useless to continue this way or not.

Many thanks.
 

Kes

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[mod]Moving this to RPGMaker MV[/mod]
 

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